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Deck-Build with the Devil

23. April 2026 um 17:54

Every time I write about a game with a "demonic theme," somebody comes along to tell me why they won't play games with demons in them. Look, we know why. Because you're a goofball. We get it. It's fine. But that doesn't mean I care to hear about it.

I don’t know what I expected Tom Lehmann to design next, but Dominion on Adderall wasn’t on the list. That’s as short a summary as I can muster for Dark Pact, and it’s a surprisingly apt comparison, right down to the action limits and buy phase that marked Donald X. Vaccarino’s genre-defining title. Like the version of Dominion you’d get if a moody teenager popped a double dose and spent six hours scribbling demons in their spiral-bound notebook.

Is it good? Yeah, it’s good. Is it great? Hm. It sits somewhere near Res Arcana in Lehmann’s ludography, sans that game’s brevity, plus a bit of Justin Gary’s Ascension in its flowing market and excessive tallying. Great might be a stretch. Perhaps it would be fairest to say that it contains moments of greatness.

I think I get especially eye-rolly about the "no demons in games" thing because my mother insisted that face cards were demonic. This was written directly into a doctrinal book that was important to Mormonism, despite it not being canon at any point. This had very little impact on my upbringing except to prevent me from playing trick-takers until I was an adult.

An old-fashioned (but not that old-fashioned) card market.

At a setting level, Dark Pact is about striking a bargain with a demon. I don’t have any experience in such a discipline, but it seems as close to otherworldly binding as Dominion was to Medieval villages. There’s a moment in the game, usually about five minutes into a session, when I can still appreciate Dug Nation’s woodblock-styled illustrations. Five minutes after that, those illustrations have faded from view, along with the remainder of the game’s trappings. All that remains is the machine I’m hopefully streamlining into something aerodynamic enough to drag two dozen cards into motion.

If you’ve played Dominion, you can play Dark Pact. By now the five-card hand has become industry standard, but even a few of Dominion’s other hallmarks return intact. By default you only receive a single action. That’s one card played to the table to activate its effect. Often that card will provide another action. Then its followup provides another two actions and some draws. Then the next card lets you retrieve something from your discard pile and, baby, you’ve got a stew going.

Also returning is Vaccarino’s market phase. After your actions are done, you’re allowed to play as much treasure as you can and purchase new cards. There are a few wrinkles this time around. For one thing, there are none of Dominion’s limited buys. If you want to split up your gold to purchase five cards, well, go nuts. For another, the market is now an ever-shifting offer rather than Dominion’s static display. What you see this turn may well disappear into your opponent’s deck before you get another stab at it.

Except, in Mormonism at least, it turned out that the entire cards-are-demonic thing came from a church leader's desire to stop women from getting together to play bridge — to prevent them from developing a third space that was out of reach of the church's male-dominated structure. There was an element of preventing gambling as well, but the earliest crackdowns and sermons mostly focused on bridge clubs.

Turns eventually spool into madness. Seems fitting.

Unsurprisingly, this is where Lehmann dives in with full gusto. There are cards aplenty to grab, with heaps of effects, and all of them are useful for one objective or another. But there are two in particular that transform Dark Pact from spooky-art Dominion into something that feels distinctly Lehmann-esque.

The first is the pacts. The dark pacts. Of Dark Pact fame. There are thirteen in all, all of them shuffled into the deck, and all offering a game-winning condition that initially sounds impossible. You might, in the course of your demonic experimentation, uncover a dark pact called Diverse Learning that will let you win if you have 15 unique cards in play. Or perhaps you’ll pursue Secular Power, the card that wins if you enter the market phase with 40 unspent coins. Or Great Potential. That one wins if you have 19 cards in hand.

For Lehmann-heads, dark pacts aren’t far off from the monuments and places of power in Res Arcana. It’s just that they’re hidden in the deck like your average demon-summoning ritual or cursed ring, get shuffled into your deck, and present conditions that let you win outright rather than offering spills of points. If their targets sound intimidating, that’s deliberate. When the game opens, most dark pacts are well out of reach. Especially, remember, because you only get one action per turn, five cards per draw phase, the usual limitations.

That’s where the second special card comes in: multipliers. They’re… multipliers. No spooky gauze this time. Just a simple 2x or 3x. These also circulate through your deck, and can be attached to any card to amplify the effects of its printed numerals. Gold coin? Now it’s worth two or three times more. Summoning circle? Now you can nab a card worth 16 or 24 coins rather than a measly eight. Generous spirit? Enjoy your six extra actions and nearly your entire discard pile popping back into your hand.

Things really get bonkers when you discover that multipliers multiply multipliers. Before long, some turns are transformed into those obnoxious order-of-operations social media tests. (“Only one in thirty people can solve this equation!”) The effects can be staggering. Thanks to multiple 3x cards stacked atop some silver, I once generated something like 70-ish coins in a turn. I wasn’t even holding the pact that let me win from having so many coins. It was so much that I could have bought out the entire market. I didn’t do it, of course. Winnowing is every bit as worthwhile in Dark Pact as any other deck-builder. It’s possible to over-stuff your card pool, so I reined myself in. But I considered grabbing all ten cards on offer for the lifetime accomplishment award.

This emphasis on niche issues like playing cards or "demonic themes" thus presents an ethical inversion for a faith community. The boundary marker becomes something easy for rank-and-file members of the group to accomplish ("Don't play card games") while the harder tasks ("Feed the poor, clothe the naked, visit the prisoner," etc.) become idealized rather than concrete. It allows the disengaged to feel like they're doing something active, while ignoring the imperatives that were actually requested of them by the faith community's founders and core texts.

Another day at the office.

At its best, these cards result in a deck-builder that’s incredibly familiar, to such a degree that it feels like a throwback to 2008, while also chucking everybody down a slip-n-slide to see who can break the game the fastest. In those moments, Dark Pact is Lehmann in top form. All the broken combos of Res Arcana. All the busted dice-assembling of Dice Realms. All the recursive triggers of Race for the Galaxy. All of it and more, wrapped in a tidy package that barely asks deck-building veterans to learn anything new. Truly, it’s impressive how smoothly the game riffs on the genre’s basics. When I say you can play Dark Pact if you’ve played Dominion, I mean it.

At the same time, Dark Pact sometimes feels one or two elements shy of a summoning ritual.

The biggest issue is duration. Basically, it’s often too slow for its own good. Turns are anything but simple, with one power begetting another, often after drawing from the deck, retrieving from the discard pile, and refreshing a segment of the market, all of which make it difficult to plan during one’s off-turn. It might sound like the exception to have a dozen cards trigger in sequence, but that’s the goal of Dark Pact, which makes turns sprawl more often than not. Even with only two players, the downtime and duration can be formidable. At three or four, they grow interminable. I would play the heck out of this game via an asynchronous app; on the table, it needs optimal conditions to thrive.

Meanwhile, I’m sure much will be made of the card balance. Multipliers are powerful, that goes without saying, and the early game often feels like a race to secure an economic engine that will springboard your longer-term plans. Fortunately, Lehmann offers a few solutions to sidestep the usual deck-building snares. Purchased cards go straight to your hand rather than first cycling through your discard and deck, and everybody begins with a few cards in their own private grimoire that can be purchased at their leisure, including, crucially, a deck’s second 2x multiplier. It’s a clever move that eases the whims of the flowing market without totally erasing what makes it interesting.

Personally, I’m more interested in the dark pacts. These don’t need to be balanced. I would go so far as to say they oughtn’t be. For all I know, they’ve been painstakingly playtested and algorithmically tuned. But some of them feel like a breeze compared to some others. Is this a problem? Only insofar as you make it one. It’s an open bar. If somebody nabs a pact that’s more reasonably completed than one you’ve taken, maybe it’s time to run interference. But there are some, maybe two, that feel so comparatively easy that I’m always going to give them priority. In a game this muscular, even the slightest flab seems especially visible, like a world-class bodybuilder with one sagging boob.

This is relatively common in faith communities over time. Nitpicky "side rules" become emphasized while core tenets atrophy, allowing easier boundary maintenance at the cost of shedding the same identity that is being maintained. BUT ANYWAY card games are cool huh? Play demonic games.

When nobody is sure which pact to buy, the market tends to clog with them.

Sagging boob or no, Dark Pact is fascinating for how Lehmann has taken a familiar formula and made it new again. This is Dominion, but rather than coming across as goofy when the optimal deck consists of seven sentries and four throne rooms, Dark Pact’s flowing market and sheer busted nature make the process feel vibrant and alive. It’s funny to get excited about trashing a card after all this time.

Which is to say, yeah, there are downsides. Some cards feel mistuned. The downtime is considerable. Four players? Forget about it. But Dark Pact once again showcases Lehmann as a master at work. In his hands, cards become more than cardstock. They’re components in a machine, one that sputters to life with every shuffle, draw, purchase, and winnow. The game is its own demon, and whatever dark pact Lehmann has struck to summon so many bangers in one lifetime, let’s hope the price never comes due.

 

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read my first-quarter update of 2026: the best board games, movies, books, and more!)

When to Make an Essential Edition (Featuring Euphoria)

23. April 2026 um 16:57

Yesterday I announced the Euphoria Essential Edition, which combines the core game with the expansion and includes some revised rules/components, particularly the board layout. It will be on the Stonemaier Games webstore, ready to ship, starting on May 13.

While discussing the game on yesterday’s livecast, I started to reflect on the factors that result in us considering an “essential” version of an existing game (e.g., Viticulture, Between Two Cities, Between Two Castles, and now Euphoria). I mentioned a few then, and I’ve added a few more to this list:

  1. The game only has 1 expansion, and we can combine the expansion with the game without significantly increasing the price of the essential version compared the original game’s price. This is critical, as we are always focused on price accessibility. If a $60 game and a $30 expansion combined together would still be close to $90 due to the manufacturing cost, we might as well keep them separate. But if the combination leads to some production optimization for a new price of $65, that’s great.
  2. The combined game plus expansion is still accessible to newcomers. Any first expansion of a Stonemaier game is at least partially the result of learning from what people say about the game. Many–but not all–first expansions offer seamless additions rather than new elements that make the game more complex, making them prime for essential editions.
  3. The game and the expansion have successfully been on the market for years. I like to give our games the time to find their audience and thrive in the wild for a long time before revisiting them before considering an essential edition (opposed to releasing the game and then creating a new edition right away).
  4. The game is out of stock but still in demand. For us and the amazing retailers who support our games, we wouldn’t want to create a new edition of a game while there’s still ample inventory of the previous version. We also only consider games with continual sales month-to-month.
  5. We are excited to revisit the game to offer the best version. Even if we’re literally just combining the core game and the expansion, there’s a lot of work involved, especially for the rulebook (but also potentially the box, reference cards, punchboards, etc). And sometimes–like with Euphoria–it’s even more work, as it’s an opportunity to improve the original. I spent a lot of time redesigning the board to make the order of operations and interconnected elements much easier to understand, learn, and teach, and artist Jacqui Davis completely remade the art to match the revised design. We’re passionate about all of our products, but there needs to be a special spark to revisit something that was deemed final for so long.
  6. If there are changes, they do not negate the investment of anyone who already owns the game and the expansion. This is really important to me, and it’s why we created an update pack for Euphoria that includes the new board, updated rulebooks, and the smaller artifact cards. It’s for this reason that I try to be very intentional while weighing the importance of making gameplay changes opposed to just seamlessly combining the game and expansion.

What do you think about these reasons? Is there anything else you would like me to consider for future essential editions (none of which are in the works)?

If you’re curious to learn more about the inception of Euphoria Essential, I’ve included the latest design diary post below.

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April 23: The Inception of Euphoria Essential Edition

In March 2025, almost exactly 13 years after finishing the design for Euphoria, it was time to reprint the game. We’ve reprinted Euphoria a number of times over the years–a reprint is simply printing more of the same exact game–but this time I reached out to Morten (who had designed the Ignorance Is Bliss expansion) with the idea of updating Euphoria with everything I’ve learned about the game over the last decade.

Here’s what I proposed to Morten: 

  • Player mats and big tokens: Remember the tiles in Euphoria that let you quickly adjust token quantities (1x, 2x, 3x, etc)? I’m thinking we could update the player mats to have those tracks, allowing us to remove the big wooden tokens.
  • Board and bazaar: The inclusion of the player mats allows us to use the area of the game board currently occupied by tracks for the bazaar. It might be just a little tight, though–maybe decrease the size of artifact cards? Also, I would like to offer a double-sided board (bringing back the grayscale look of the original version on one side).
  • Recruits: I would love to offer a single set of recruits instead of telling players to use only the new or original recruits. To accomplish this goal, I’m open to removing some of the original recruits that aren’t balanced well for the expansion changes. I would also prefer to remove the factionless recruits. They’re clever, but by nature they are exceptions to standard recruit rules.
  • Markets: I feel similarly about the markets–I just want to shuffle them all together. If we need to remove some markets to accomplish this, that’s fine.
  • Gameplay: There are 4 elements of Euphoria that I don’t fully love: It’s difficult to teach despite its weight, I’m not sure the ethical dilemmas are necessary, it feels really bad to lose a worker due to a knowledge check (or even to see someone else lose a worker), and it feels impossible to catch up once someone has 9 stars and you’re behind. I’m not necessarily saying that anything needs to change to address these issues, but this is an opportunity to do so if we choose.

[end of message to Morten]

I’ll cut to the chase on a few of these elements: The final result was that we  consolidated information onto player mats, we combined all recruits (102 total: asymmetric abilities that each player has), and we combined all market tiles (34 total: worker-placement actions to construct on the board). This essentially results in Euphoria plus the Ignorance Is Bliss expansion, offering a ton of variability with everything seamlessly integrated into a single box.

What do you think about this inception story? Join us tomorrow to dive into the core elements of the Essential Edition’s board, including a few minor-but-impactful rule changes! You can also click here to get a May 13 launch notification (followed by shipping later in May).

Arkham Horror: The Card Game Core Set Game Review

Crispy Core

I love Arkham Horror: The Card Game. It’s probably one of my “desert island” games, thanks to the sheer amount of content and replayability. The game has evolved into an entire franchise, aptly named the “Arkham Files,” expanding into video games, novellas, tabletop RPGs, and even comic books published by powerhouse Dark Horse Comics.

Last year, the game’s storyline concluded with a great calamity in The Sinking City campaign, leading into the “soft reset” in 2026 with Chapter 2. Not only does this create a fresh launching point for a new storyline, but it also gives new players an ideal place to jump in.

Fantasy Flight’s vision for Arkham Horror breaks down into a “legacy environment,” in which all existing and past content can be used alongside future content, and a “current environment.” The current environment has a smaller card pool, and future campaigns are structured around mechanics in that evolving meta, though what exactly that will look like, we’ll have to wait and see. Presumably, this is meant to reset deckbuilding to a more even playing field. With so much existing content, it’s easy to build an overpowered deck and breeze through what should be a challenging experience.

The post Arkham Horror: The Card Game Core Set Game Review appeared first on Meeple Mountain.

Hasbro delays Q1 results after cyber attack, expects revenue rise from ongoing Magic strength

23. April 2026 um 14:32

Toy and game maker Hasbro has delayed its quarterly results by almost a month after suffering a cyber attack, but said it expects to post Q1 revenues of up to $985m thanks to continued strong performance of Magic: The Gathering.

Hasbro said it identified “unauthorized access” to the company’s network on March 28, but believes that access has been “contained” – adding that Magic’s shipments and release cadence had continued unaffected.

The company expects Q1 revenue to be between $970m and $985m, a rise of between 9% and 11% compared to the same period last year – while operating profit is expected to reach $235m to $245m, a 38% to 44% jump.

Those preliminary results are expected to be solidified when Hasbro eventually releases its full Q1 financial report, which is now scheduled for May 20.

Magic continues to underpin Hasbro’s fortunes, with the veteran trading card game’s revenue having soared 59% last year to mark its strongest annual performance yet.

Hasbro saw its wider 2025 revenue rise almost 14% to $4.7bn, driven by a record 45% growth in its Magic, D&D and digital gaming division Wizards of the Coast, the company revealed in February.

Magic’s record-breaking year was capped off by a storming fourth quarter, which saw revenues from the game up 141% compared to Q4 2024 on the strength of the Avatar: The Last Airbender and Final Fantasy releases.

That stellar performance of Wizards, and Magic in particular, was in stark contrast to Hasbro’s consumer products segment – which includes Nerf guns, Transformers and Peppa Pig toys.

That segment saw revenues drop 4% last year “amongst macro and retailer volatility brought on by tariff announcements in Q2″ – and unlike for Magic, Hasbro said that the cyber incident would likely impact second quarter revenues and operating profit in consumer products due to expected order processing, shipping and invoicing delays.

Hasbro added that it still expects full-year revenues to rise between 3% and 5% in 2026. Hasbro CFO and COO Gina Goetter said in February that the company expects Wizards of the Coast to deliver mid-single-digit revenue growth in 2026, “supported by a healthy release cadence and continued engagement across the Magic ecosystem”.

The post Hasbro delays Q1 results after cyber attack, expects revenue rise from ongoing Magic strength first appeared on .

Best 3 Games with…Designer John Poniske!

Von: Grant
23. April 2026 um 14:00

John Poniske is a prolific designer and we have enjoyed several of his games including Revolution Road from Compass Games, Plains Indian Wars from GMT Games, Bleeding Kansas from Decision Games, Hearts and Minds from Worthington Games and Maori Wars: The New Zealand Land Wars 1845-1872 from Legion Wargames. We also own several of his designs but have not had a chance to get them tabled yet including King Philip’s War from Multi-Man Publishing and Pontiac’s War: Frontier Rebellion, 1763-66 from Compass Games. We have done several interviews with John over the years and I always enjoy this thoughts on the subjects that he decides to cover. In this entry in the Best 3 Games with…Series, I take a look at 3 of John’s designs that have spoken to me.

3. Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames

Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames is a game that uses as a background the uprisings that took place between 1845 and 1872 due to British colonial incursions into native Maori lands on the North Island of New Zealand. The ensuing conflict over a period covering nearly 30 years involved the destruction of a number of Maori villages, Pas, which are fortified villages that featured intricate trench-works and some colonial settlements. The war introduced the British to a very skilled and strategic combatant who used a strategy of ambushes and bush raiding to catch off guard and frustrate the professional British ranks. The hallmark of the game is that it is highly playable by featuring low counter density, a play time of under two hours for most of the scenarios and easy to understand rules.

Playing as the British, players will have to deal with swinging tribal loyalty and will need to master the rivers and seas to move their more powerful troops and gunboats around while the Maori player will be focused on bush-raiding, which allows the Maori to move units temporarily off the board and out of harms way, but then to later bring them back in a more favorable strategic location of their choosing. The asymmetry in the fighting styles is really very good and I like the way it factors into account the history.

Maori Wars is a great game with some really beautiful art, not only on the board but also on the counters. The game is a slugfest between the mighty British and their Queenite allies against the inhabitants of the island in the various Maori tribes that resisted their colonial oppressors. The tribes have lots of tricks up their sleeves and use the land and their knowledge of it to great advantage as they conduct bush raids regularly and are very difficult to bring to decisive battle.

Here is a look at our unboxing video for Maori Wars: The New Zealand Land Wars, 1845-1872 :

We also did a video review and you can watch that at the following link:

2. Bleeding Kansas from Decision Games

Bleeding Kansas is a very well designed 2-player game that deals with the violence and politics of pre-statehood Kansas from 1854-1861. The game focuses on the tensions between pro-slave and abolitionist parties and their attempts to win over emigrants to Kansas to their cause and thereby influence the outcome of elections to move the state toward their leaning on the issue of slavery. The game has four elections that players will fight over trying to have the most influence in Kansas counties to score victory points. At its heart, the game is an area control game that has splashes of election dynamics that feels very Euro-like as it uses cubes to represent forces.

The core mechanism in the game is the cards. Each of these cards is tied to an historical event, important person or other factor involved in the conflict and allows players to choose their actions for that immediate turn. The game proceeds as players alternate the play of one of the cards from their hand to take various actions from symbols that appear on the cards. These symbols provide actions such as influencing new settlers to the region to join their side in the conflict, build up forces for the coming battle, take control of counties by moving these forces around or displacing those of your opponent, attacking the opposition, burning down their population centers, enticing settlers to migrate to their areas or request intervention from the Federal Garrison stationed at Leavenworth. The cards carry out the plans of players and create a historical narrative of the conflict.

The game really is pretty simple mechanically but don’t let the game’s simplicity fool you. This is a knock down drag out bare knuckle fight for supremacy in the Kansas Territory and will test you’re meddle as you fight back and forth undoing what your opponent has just done. The game boils down to staying the course and playing your cards smartly to gain the upper hand in elections. You have to be able to judge where control stands as you play each card and you have to plan as scoring elections can really sneak up on you if you are not paying attention.

Here is a look at our unboxing video so you can get a good look at the components:

Here is a look at our video review of the game:

Here also are links to a series of Action Points on the various aspects of the game:

Action Point 1 – Burn and Skirmish Actions

Action Point 2 – Movement and Influence Actions

Action Point 3 – Politics, Migration and Cooperation Actions

Action Point 4 – Election Track and Election Process

We also did an interview with designer John Poniske that you can read on our written blog at the following link: https://theplayersaid.com/2019/07/08/interview-with-john-poniske-designer-of-bleeding-kansas-from-decision-games/

1. Devil Dogs: Belleau Wood 1918 from Worthington Publishing

Devil Dogs: Belleau Wood 1918 is an easy to learn, fast-playing card-driven game for 2 players. The play map covers the historical French battlefield geography and the 300 counters and markers represent the historical units and incidents involved along with chits that determine initiative and order choice. The game is unique in that it captures the tension and high rate of casualties without ever casting a single die, relying more on planning and issuing orders as the active or reactive player. Each side will have a 30 card deck that is faction specific.

I love Multi-Use Cards in a game and this one uses faction specific decks that can be used in several different ways. The combat system is also quite unique as hits are not calculated by a die roll and reference to a CRT but by the combat strength of the units attacking determined by the play of a card and then in what terrain the targets are hiding. The best element of the game though was having to play a card to each sector on the map without knowing what your opponent will play and then seeing how you did. Really interactive and interesting game and this one was a big hit with both of us! Although the rules were a bit challenging in their format and presentation but nothing that we couldn’t handle after a few turns into the game.

Here is a link to our video review of the game:

There you have it. My Best 3 Games with…Designer John Poniske! He has done so many good games and the narrative and historical immersion of all of them are top notch.

What are your favorite games from John Poniske?

-Grant

Moon Review

23. April 2026 um 12:59
MoonExtraterrestrial settings are popular for board games, possibly because they avoid the potential geopolitical quandary or insensitivity of area control, settlement, and resource/worker exploitation inherent to games of more Earthly environs. Thus, designers are free to escalate conflict without offense, such as in titles like Moon Colony: Bloodbath, Moonrakers, and Skymines. This is where 2023’s […]

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Malaysia Boardgame Show on national TV

The Malaysia Boardgame Show was covered on national television. See the clip here (the video is in Malay): https://www.facebook.com/reel/4243861829210835 The organiser Jon. My friend is on TV! Effendy's game Melaka won 3rd place in the Zenobia AwardsMany Malaysian themed games were showcased at the event

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